When you cast this spell, choose one of cold, fire, electricity, or acid. You bring forth a barrier that absorbs a total of the first 8 damage/caster level (maximum 120 damage) of that type. This spell also gains that keyword. The target of that spell can use any energy absorbed in a few ways.

He can expend any amount of energy as part of casting an evocation to add 1/4th the energy expended in that damage type as part of the spell.

Can expend 7 energy as a swift action to be treated as armed for 1 round. His unarmed attack or melee weapon is treated as a weapon one size larger and gains a further 1d6 damage. All damage that that weapon inflicts
is of that element.

Can expend 30 damage as a standard action to not exist to a spell of that subtype for 1 round. You cannot be targeted by such a spell, nor are you affected by such a spell if you are within it’s area of effect, as if you weren’t even on the plane.

Expending energy does not restore the capacity of this ward, once the ward absorbs it’s maximum amount, it cannot prevent any more damage, although you can still expend energy.

One can only have one Elemental Siphon active on him at a time. If cast on a target with Protection from Energy, and this ward is the same element, 1/2 of the remaining capacity from Protection from Energy is added to this spell and Protection from Energy is immediately ended. This extra capacity does not count towards the 120 damage limit.

When you cast this spell, choose one of cold, fire, electricity, or acid. This spell also gains that keyword. You bring forth a ward that absorbs 100 plus 5 damage per caster level (no limit) damage of that type. The target of that spell can use any energy absorbed in a few ways.

You can use any of the effects of Elemental Siphon, as well as the following effects:

You can place a persistent aura around you as a free action on your own turn. For each 4 energy drained, you can choose to either do 1 damage of the warded element to every creature within 15 feet of you (no save) or negate 1 damage of the warded element to every creature within 15 feet of you. Unless you stop this aura as a free action on your own turn, it drains energy every round.

You can expend 50 energy as a swift action to do 1d6 damage per 2 caster levels of that energy’s damage within a 30 ft cone (Reflex negates).

You can expend 80 energy as part of casting an evocation spell of the same element as the ward to have that spell completely ignore elemental resistance (but not immunity).

You can expend 120 energy as a full-round action to summon Elementals as per Summon Monster VI. The elemental must match the type of the ward, and has a duration of 1 round per caster level.

The remaining capacity of this ward is how much energy the ward can absorb, thus spending energy increases the strength of the ward. If this ward attempts to absorb more than the maximum amount of energy, the ward immediately shatters and inflicts all of the stored damage onto the wearer (Fortitude half).

One can only have one Elemental Siphon or Reckless Elemental Siphon active on him at a time. If Protection from Energy and this spell are on the same subject, the newer spell is the first spell to take effect if the target is hit with a source of elemental damage.

The focus of the spells today are communication and tactics. First, though, an explanation of a new mechanic.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Save includes will be added to yesterday’s post later, and Arrow Cart and Grip on Life will both be edited with this mechanic.

As you cast the spell, you start writing on fresh parchment multiple sequences of up to 3 colors, and short phrases. These phrases can be up to 4 words long each. As each command that you write in has to be written in an arcane language, you can write up to 10 sequences per round. The spell continues to cast until 1 minute has passed, or until you stop writing in sequences, whichever happens later.

You, or any creature that you have entrusted when you cast the spell, can put forth a sequence of lights. All creatures affected will know that the lights are lit, and if they are of a sequence that was encoded into the spell, they simply know what the phrase attached was, even if they did not see the parchment and were not told. Until they act on the thought, the meaning of the flares cannot be found by abilities that read minds (like Detect Thougts). Although the message is delivered in a language that translates the phrase, it gives no extra insight on the intent.

The lights are visible out to the edge of the range, if the creature has line of sight to the origin of the spell. The lights do not necessarily need to be part of a sequence decided at the spell’s casting, allowing it to also send mundane messages.

Material Component: Parchment, where the commands are written as the spell is cast.

You quickly weave together a story of a group of common folk taking on an impossible situation. The story is pinned around having a certain tactic, which your group understands how to use just from hearing the story. All creatures that you target gain one teamwork feat that you have of your choice, even if they do not qualify for it. The creature also understands what it has to do to be able to use the feat.

Feat Requirement: You must have at least 1 teamwork feat to be able to cast this spell. A creature that succeeds on a DC 30 Use Magic Device or Knowledge (History) check can choose 1 teamwork feat that they qualify for. Whenever they use a spell with a teamwork feat requirement for the next month, whenever they succeed on this check, the feat chosen is the feat that the caster has for such a spell.

Special: If you have the Tactician class feature, you can gain this spell as a spell 1 level lower (unless your casting from the Adept spell list). This does not stack with Warcasting.

With a few waves of the flag of your army or a few words to the divine being you worship, you grant every creature within range a +10 ft enhancement bonus to overland speed. Also, when less than 1/2 of the creatures affected have to make Constitution checks to maintain a forced march, no creature has to make the check. If more than 1/2 of the creatures have to make it, you can either grant a +4 morale bonus on the check, or you can make a Fortitude save of the same DC. If you attempt and fail the Fortitude save, all creatures within the spell are affected by the forced march penalties.

Creatures must remain within the spell’s range of the focus to continue to gain the benefits.

Focus: A banner marked with the symbols of a deity or country. This can be the same banner used for the Cavalier’s Banner ability, and the banner can be magical in it’s own right.

You draw an intricate rune on the ground. All creatures with the same rune drawn on them (see Special) automatically stabilize when they fall unconscious. Also, any creatures that start bleeding are healed as per a heal check of 10 + caster level. Finally, such creatures gain a +10 bonus to their Fortitude saves against Coup de Grace and spells that target dying creatures (like Death Knell).

Special: Creatures to be affected must have a symbol inscribed matching the symbol drawn when the spell was cast. A permanent symbol must cost at least 1gp, although a tattoo from a class feature or feat can also satisfy this requirement.
A Life Mage can take this spell as a 4th level spell, although it is treated as a Necromancy (healing) spell.

With either a large bag or a covered wagon nearby, you start imagining the battlefield as you expect, and slowly finding the ley lines through the field. You then start directing your magic between the leylines and your cart. After this, all creatures you designate can reload their slings, bows, or crossbows as free actions, or their guns as move actions, through ammunition that is loaded on the cart. If the cart has multiple types of ammunition, loading through the cart turns into a move action (standard for guns). Rapid Reload and other features that affect the reload time cannot affect the reload time from this spell, and the free actions to reload are supplied by the spell, not by the archer.

The cart can be refilled with ammunition at any time, and if there is no ammunition within the cart, no creature can use it to reload their weapons. Magic and special material ammunition can be loaded it, but each separate material and each different enchantment counts as a type of ammunition.

If the cart is damaged, the spell is disrupted for 1 round. If the cart moves more than 30 feet from it’s original position, the spell immediately ends.